397 lines
13 KiB
TypeScript
397 lines
13 KiB
TypeScript
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function strings_arm_file_expected(): string {
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return tr("Error: .arm file expected");
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}
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function strings_unknown_asset_format(): string {
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return tr("Error: Unknown asset format");
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}
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function strings_could_not_locate_texture(): string {
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return tr("Error: Could not locate texture");
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}
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function strings_failed_to_read_mesh_data(): string {
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return tr("Error: Failed to read mesh data");
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}
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function strings_check_internet_connection(): string {
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return tr("Error: Check internet connection to access the cloud");
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}
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function strings_asset_already_imported(): string {
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return tr("Info: Asset already imported");
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}
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function strings_graphics_api(): string {
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///if arm_direct3d12
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return "Direct3D12";
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///elseif arm_metal
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return "Metal";
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///else
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return "Vulkan";
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///end
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}
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let str_tex_checker: string = "\
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fun tex_checker(co: float3, col1: float3, col2: float3, scale: float): float3 { \
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/* Prevent precision issues on unit coordinates */ \
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var p: float3 = (co + 0.000001 * 0.999999) * scale; \
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var xi: float = abs(floor(p.x)); \
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var yi: float = abs(floor(p.y)); \
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var zi: float = abs(floor(p.z)); \
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var check: bool = (((xi % 2.0) == (yi % 2.0)) == bool((zi % 2.0))); \
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if (check) { return col1; } else { return col2; } \
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} \
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fun tex_checker_f(co: float3, scale: float): float { \
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var p: float3 = (co + 0.000001 * 0.999999) * scale; \
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var xi: float = abs(floor(p.x)); \
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var yi: float = abs(floor(p.y)); \
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var zi: float = abs(floor(p.z)); \
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return float(((xi % 2.0) == (yi % 2.0)) == bool((zi % 2.0))); \
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} \
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";
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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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let str_tex_voronoi: string = "\
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fun tex_voronoi(x: float3): float4 { \
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var p: float3 = floor3(x); \
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var f: float3 = frac3(x); \
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var id: float = 0.0; \
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var res: float = 100.0; \
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for (var k: int = -1; k <= 1; k += 1) \
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for (var j: int = -1; j <= 1; j += 1) \
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for (var i: int = -1; i <= 1; i += 1) { \
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var b: float3 = float3(float(i), float(j), float(k)); \
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var pb: float3 = p + b; \
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var r: float3 = float3(b) - f + sample(snoise256, sampler_linear, (pb.xy + float2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz; \
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var d: float = dot(r, r); \
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if (d < res) { \
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id = dot(p + b, float3(1.0, 57.0, 113.0)); \
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res = d; \
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} \
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} \
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var col: float3 = 0.5 + 0.5 * cos(id * 0.35 + float3(0.0, 1.0, 2.0)); \
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return float4(col, sqrt(res)); \
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} \
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";
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// By Morgan McGuire @morgan3d, http://graphicscodex.com Reuse permitted under the BSD license.
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// https://www.shadertoy.com/view/4dS3Wd
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let str_tex_noise: string = "\
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fun hash(n: float): float { return frac(sin(n) * 10000); } \
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fun tex_noise_f(float3 x): float { \
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var step: float3 = float3(110, 241, 171); \
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var i: float3 = floor3(x); \
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var f: float3 = frac3(x); \
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var n: float = dot(i, step); \
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var u: float3 = f * f * (3.0 - 2.0 * f); \
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return lerp(lerp(lerp(hash(n + dot(step, float3(0, 0, 0))), hash(n + dot(step, float3(1, 0, 0))), u.x), \
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lerp(hash(n + dot(step, float3(0, 1, 0))), hash(n + dot(step, float3(1, 1, 0))), u.x), u.y), \
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lerp(lerp(hash(n + dot(step, float3(0, 0, 1))), hash(n + dot(step, float3(1, 0, 1))), u.x), \
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lerp(hash(n + dot(step, float3(0, 1, 1))), hash(n + dot(step, float3(1, 1, 1))), u.x), u.y), u.z); \
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} \
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fun tex_noise(p: float3): float { \
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p *= 1.25; \
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var f: float = 0.5 * tex_noise_f(p); p *= 2.01; \
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f += 0.25 * tex_noise_f(p); p *= 2.02; \
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f += 0.125 * tex_noise_f(p); p *= 2.03; \
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f += 0.0625 * tex_noise_f(p); \
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return 1.0 - f; \
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} \
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";
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// Based on noise created by Nikita Miropolskiy, nikat/2013
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// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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let str_tex_musgrave: string = "\
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fun random3(c: float3): float3 { \
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var j: float = 4096.0 * sin(dot(c, float3(17.0, 59.4, 15.0))); \
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var r: float3; \
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r.z = frac(512.0 * j); \
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j *= 0.125; \
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r.x = frac(512.0 * j); \
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j *= 0.125; \
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r.y = frac(512.0 * j); \
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return r - 0.5; \
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} \
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fun tex_musgrave_f(p: float3): float { \
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var F3: float = 0.3333333; \
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var G3: float = 0.1666667; \
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var s: float3 = floor3(p + dot(p, float3(F3, F3, F3))); \
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var x: float3 = p - s + dot(s, float3(G3, G3, G3)); \
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var e: float3 = step3(float3(0.0, 0.0, 0.0), x - x.yzx); \
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var i1: float3 = e * (1.0 - e.zxy); \
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var i2: float3 = 1.0 - e.zxy * (1.0 - e); \
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var x1: float3 = x - i1 + G3; \
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var x2: float3 = x - i2 + 2.0 * G3; \
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var x3: float3 = x - 1.0 + 3.0 * G3; \
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var w: float4; \
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var d: float4; \
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w.x = dot(x, x); \
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w.y = dot(x1, x1); \
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w.z = dot(x2, x2); \
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w.w = dot(x3, x3); \
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w = max4(0.6 - w, 0.0); \
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d.x = dot(random3(s), x); \
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d.y = dot(random3(s + i1), x1); \
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d.z = dot(random3(s + i2), x2); \
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d.w = dot(random3(s + 1.0), x3); \
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w *= w; \
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w *= w; \
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d *= w; \
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return clamp(dot(d, float4(52.0, 52.0, 52.0, 52.0)), 0.0, 1.0); \
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} \
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";
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let str_hue_sat: string = "\
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fun hsv_to_rgb(c: float3): float3 { \
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var K: float4 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \
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var p: float3 = abs3(frac3(c.xxx + K.xyz) * 6.0 - K.www); \
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return c.z * lerp3(K.xxx, clamp3(p - K.xxx, 0.0, 1.0), c.y); \
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} \
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fun rgb_to_hsv(c: float3): float3 { \
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var K: float4 = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); \
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var p: float4 = lerp4(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); \
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var q: float4 = lerp4(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); \
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var d: float = q.x - min(q.w, q.y); \
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var e: float = 0.0000000001; \
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); \
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} \
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fun hue_sat(col: float3, shift: float4): float3 { \
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var hsv: float3 = rgb_to_hsv(col); \
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hsv.x += shift.x; \
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hsv.y *= shift.y; \
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hsv.z *= shift.z; \
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return lerp3(hsv_to_rgb(hsv), col, shift.w); \
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} \
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";
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// https://x.com/Donzanoid/status/903424376707657730
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let str_wavelength_to_rgb: string = "\
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fun wavelength_to_rgb(t: float): float3 { \
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var r: float3 = t * 2.1 - float3(1.8, 1.14, 0.3); \
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return 1.0 - r * r; \
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} \
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";
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let str_tex_magic: string = "\
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fun tex_magic(p: float3): float3 { \
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var a: float = 1.0 - (sin(p.x) + sin(p.y)); \
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var b: float = 1.0 - sin(p.x - p.y); \
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var c: float = 1.0 - sin(p.x + p.y); \
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return float3(a, b, c); \
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} \
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fun tex_magic_f(p: float3): float { \
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var c: float3 = tex_magic(p); \
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return (c.x + c.y + c.z) / 3.0; \
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} \
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";
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let str_tex_brick: string = "\
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fun tex_brick_noise(n: int): float { \
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var nn: int; \
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n = (n >> 13) ^ n; \
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/*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
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return 0.5 * float(nn) / 1073741824.0; \
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} \
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fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \
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var brick_size: float3 = float3(0.9, 0.49, 0.49); \
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var mortar_size: float3 = float3(0.05, 0.1, 0.1); \
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p /= brick_size / 2.0; \
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if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
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var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \
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var row: float = p.y; \
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p = frac3(p); \
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var b: float3 = step3(p, 1.0 - mortar_size); \
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/*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \
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var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \
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return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \
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} \
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fun tex_brick_f(p: float3): float { \
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p /= float3(0.9, 0.49, 0.49) / 2.0; \
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if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
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p = frac3(p); \
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var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \
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return lerp(1.0, 0.0, b.x * b.y * b.z); \
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} \
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";
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let str_tex_wave: string = "\
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fun tex_wave_f(p: float3): float { \
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return 1.0 - sin((p.x + p.y) * 10.0); \
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} \
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";
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let str_brightcontrast: string = "\
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fun brightcontrast(col: float3, bright: float, contr: float): float3 { \
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var a: float = 1.0 + contr; \
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var b: float = bright - contr * 0.5; \
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return max3(a * col + b, 0.0); \
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} \
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";
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let str_cotangent_frame: string = "\
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fun cotangent_frame(n: float3, p: float3, tex_coord: float2): float3x3 { \
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var duv1: float2 = ddx2(tex_coord); \
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var duv2: float2 = ddy2(tex_coord); \
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var dp1: float3 = ddx3(p); \
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var dp2: float3 = ddy3(p); \
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var dp2perp: float3 = cross(dp2, n); \
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var dp1perp: float3 = cross(n, dp1); \
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var t: float3 = dp2perp * duv1.x + dp1perp * duv2.x; \
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var b: float3 = dp2perp * duv1.y + dp1perp * duv2.y; \
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var invmax: float = rsqrt(max(dot(t, t), dot(b, b))); \
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return float3x3(t * invmax, b * invmax, n); \
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} \
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";
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let str_transpose: string = "\
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fun _transpose(m: float3x3): float3x3 { return float3x3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); }\
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";
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let str_octahedron_wrap: string = "\
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fun octahedron_wrap(v: float2): float2 { \
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var a: float2; \
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if (v.x >= 0.0) { a.x = 1.0; } else { a.x = -1.0; } \
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if (v.y >= 0.0) { a.y = 1.0; } else { a.y = -1.0; } \
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var r: float2; \
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r.x = abs(v.y); \
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r.y = abs(v.x); \
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r.x = 1.0 - r.x; \
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r.y = 1.0 - r.y; \
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return r * a; \
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} \
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";
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// let str_octahedron_wrap: string = "\
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// fun octahedron_wrap(v: float2): float2 { \
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// return (1.0 - abs(v.yx)) * (float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); \
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// } \
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// ";
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let str_pack_float_int16: string = "\
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fun pack_f32_i16(f: float, i: uint): float { \
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return 0.062504762 * f + 0.062519999 * float(i); \
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} \
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";
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// let str_pack_float_int16: string = "\
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// fun pack_f32_i16(f: float, i: uint): float { \
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// var prec: float = float(1 << 16); \
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// var maxi: float = float(1 << 4); \
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// var prec_minus_one: float = prec - 1.0; \
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// var t1: float = ((prec / maxi) - 1.0) / prec_minus_one; \
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// var t2: float = (prec / maxi) / prec_minus_one; \
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// return t1 * f + t2 * float(i); \
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// } \
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// ";
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///if arm_skin
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let str_get_skinning_dual_quat: string = "\
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fun get_skinning_dual_quat(bone: int4, weight: float4, out A: float4, inout B: float4) { \
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var bonei: int4 = bone * 2; \
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var mat_a: float4x4 = float4x4( \
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skin_bones[bonei.x], \
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skin_bones[bonei.y], \
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skin_bones[bonei.z], \
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skin_bones[bonei.w]); \
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var mat_b: float4x4 = float4x4( \
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skin_bones[bonei.x + 1], \
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skin_bones[bonei.y + 1], \
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skin_bones[bonei.z + 1], \
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skin_bones[bonei.w + 1]); \
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weight.xyz *= sign(mat_a[3] * mat_a).xyz; \
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A = mat_a * weight; \
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B = mat_b * weight; \
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var inv_norm_a: float = 1.0 / length(A); \
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A *= inv_norm_a; \
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B *= inv_norm_a; \
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} \
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";
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///end
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let str_create_basis: string = "\
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fun create_basis(normal: float3, out tangent: float3, out binormal: float3) { \
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tangent = normalize(camera_right - normal * dot(camera_right, normal)); \
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binormal = cross(tangent, normal); \
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} \
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";
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let str_sh_irradiance: string = "\
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fun sh_irradiance(nor: float3): float3 { \
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var c1: float = 0.429043; \
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var c2: float = 0.511664; \
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var c3: float = 0.743125; \
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var c4: float = 0.886227; \
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var c5: float = 0.247708; \
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var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z); \
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var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y); \
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var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x); \
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var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w); \
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var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z); \
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var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y); \
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var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x); \
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var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w); \
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var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z); \
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return ( \
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c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \
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c3 * cl20 * nor.x * nor.x + \
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c4 * cl00 - \
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c5 * cl20 + \
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2.0 * c1 * cl2m2 * nor.y * (-nor.z) + \
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2.0 * c1 * cl21 * nor.y * nor.x + \
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2.0 * c1 * cl2m1 * (-nor.z) * nor.x + \
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2.0 * c2 * cl11 * nor.y + \
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2.0 * c2 * cl1m1 * (-nor.z) + \
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2.0 * c2 * cl10 * nor.x \
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); \
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} \
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";
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let str_envmap_equirect: string = "\
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fun envmap_equirect(normal: float3, angle: float): float2 { \
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var PI: float = 3.1415926535; \
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var PI2: float = PI * 2.0; \
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var phi: float = acos(normal.z); \
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var theta: float = atan2(-normal.y, normal.x) + PI + angle; \
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return float2(theta / PI2, phi / PI); \
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} \
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";
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let str_envmap_sample: string = "\
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fun envmap_sample(lod: float, coord: float2): float3 { \
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if (lod == 0.0) { \
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return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 1.0) { \
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return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \
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} \
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if (lod == 2.0) { \
|
|
return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \
|
|
} \
|
|
if (lod == 3.0) { \
|
|
return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \
|
|
} \
|
|
if (lod == 4.0) { \
|
|
return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \
|
|
} \
|
|
return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \
|
|
} \
|
|
";
|
|
|
|
let str_get_pos_nor_from_depth: string = "\
|
|
fun get_pos_from_depth(uv: float2, invVP: flaot4x4): float3 { \
|
|
var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \
|
|
var wpos: float4 = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
|
|
wpos = invVP * wpos; \
|
|
return wpos.xyz / wpos.w; \
|
|
} \
|
|
fun get_nor_from_depth(p0: float3, uv: float2, invVP: flaot4x4, tex_step: float2): float3 { \
|
|
var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \
|
|
var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \
|
|
return normalize(cross(p2 - p0, p1 - p0)); \
|
|
} \
|
|
";
|